Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018

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Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Understanding the lives of
                                problem gamers: The meaning,
                                purpose, and influences of video
                                gaming
Jing Shi, MSc(OT), OT Reg. (Ont.)
Ph.D. Candidate
University of Toronto, Canada

Supervisor:         Dr. Bonnie Kirsh
Advisory Committee: Dr. Rebecca Renwick & Dr. Nigel E. Turner
Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Background
                                                        1.8 billion people worldwide play
                                                         video games (Skaugen, 2015)

                                                        Benefits: reduce stress, improve
                                                         visual-spatial cognition, gain
                                                         leadership skills, etc. (Ferguson, 2010)

                                                        Problem: “addiction” or problem
                                                         video gaming (American Psychiatric
http://addictionblog.org/tag/video-game-addiction/
                                                         Association, 2013)
Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Research Aim
   To gain a deep understanding of the occupations in the daily
    lives of people who experience problem video gaming

     what   is important to them

     what   motivates gaming

     what   supports/constraints to engagement they experience in other
      life activities.
Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Social Ecological Model

                          https://goo.gl/z9aThv
Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Methods
   Male and Female Problem Video Gamers, Worldwide,
    Aged 16+

   24hr Activity Logs for 1 week prior to the interviews
    AND Semi-structured Interviews

   Thematic Analysis (Braun & Clarke, 2006)
Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Results: Participant Characteristics
    16 participants: 11 males   and 5 females

    Age: 16 to 35 years old

    Mean PVP Scale score: 7 out of 9

    Mean hours of video game play per week: 31 hrs.
Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming - WFOT Congress 2018
Theme 1: Gaming as Meaningful and
Purposeful
                                  I’m always going to love video games…they’re
1. Gaming as a part of life       so big a part of my life that I’m a completely
                                  different person because of them.

                                                 My current relationship is [under]
2. Gaming community as a sub-culture            strain already. Gaming kind of puts a
                                                strain on it…not everybody is as
                                                open-minded to gaming. People
3. Gaming as a purposeful activity              look at it as, it’s only for kids. But
  You can improve yourself in a sense of the    people don’t understand gaming is
  game…And that feeling of being able to be     not only for children.
  faster than them and more clever than them,
  you know, that’s really, really enticing.
Theme 2: Push-Pull Influences on Gaming
Theme 2: Push-Pull Influences on Gaming
                                   [Games] kind of fill this space where I felt my
1. Personal Influences             failures were kind of tearing at me. Not
                                   satisfyingly…it was just kind of like a false
                                   feeling of happiness

2. Interpersonal Influences              [My boyfriend and I] try to hold each
                                         other accountable...It’s half trying to
                                         help each other, half like enabling
                                         each other.
3. Environmental Influences
  I freaking hate first person shooters…Everything feels a little awful even though I’m
  trying to enjoy the game. It’s weird… [Overwatch] is really pretty and the developers
  did a really good job on it. So even someone like me can enjoy it.
Implications
   Video gaming is a meaningful occupation to some
    and it needs to be treated as such

   Promote balanced and purposeful occupations

   Teach alternative coping strategies for personal
    issues & education surrounding push-pull
    influences on gaming behaviours
Conclusion
   More qualitative methods for future research

   An emphasis on policy & regulation

   Consider personal experiences vs. “harmful”
    behaviour

                                             https://goo.gl/q5jTN3
Thank you!

 This research was supported by:

                                               THE QUEEN ELIZABETH II
                                 Patty Rigby and John Wedge Graduate Scholarships in
                                                Science and Technology

Jing Shi, MSc(OT), OT Reg. (Ont.) :
Email: j.shi@mail.utoronto.com
Twitter: @JingShiOT
References
   American Psychiatric Association (2013). Diagnostic and statistical manual of mental
    disorders (5th ed.). Arlington, VA: American Psychiatric Publishing.
   Braun, V. & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative
    Research in Psychology, 3, 77-101. doi: 10.1191/1478088706qp063oa
   Ferguson, C. J. (2010). Introduction to the special issue on video games. Review of
    General Psychology, 14(2), 66-67. doi:10.1037/a0018940
   Skaugen, K. (2015) The game changer. Intel. Retrieved from:
    https://blogs.intel.com/technology/2015/08/the-game-changer/
   Tejeiro Salguero, R. A., & Moran, R. M. (2002). Measuring problem video game
    playing in adolescents. Addiction, 97(12), 1601-1606.
PVP Scale (Tejeiro Salguero & Moran, 2002)
1.    When I am not playing with the video games, I keep thinking about them, i.e.
      remembering games, planning the next game, etc.
2.    I spend an increasing amount of time playing video games.
3.    I have tried to control, cut back or stop playing, or I usually play with the video games
      over a longer period than I intended.
4.   When I lose a game or I have not obtained the desired results, I need to play again to
     achieve my target.
5.   When I can't use the video games I get restless or irritable.
6.   When I feel bad, e.g. nervous, sad, or angry, or when I have problems, I use the video
     games more often.
7.   Sometimes I conceal my video game playing to the others, this is, my parents, spouse,
     friends, teacher, co-workers, etc.
8.   In order to play video games I have skipped classes or work, or lied, or stolen, or had an
     argument or a fight with someone
9.   Because of the video game playing I have reduced my schoolwork or job demands, or I
     have not eaten, or I have gone to bed late, or I spent less time with my friends and
     family.
Activity Log
Activity Log
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